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Return of Fox
Author Message
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Feb 17, 2004 8:33 am  Post subject: Return of Fox

Dec 13 2008: Taken down because of difficulty and instability. I'll move this to the mission authoring forum to take it off the list, but to still keep it around for historic reasons.



Version 27 - Final (Fix 7)

It's done! :D

Description:
Fox has returned. Can ACME hunt down and kill him before it's too late? Play this campaign and find out...
Six missions!

Author
Evan Ovadia ( Verdagon @ aol . com )
Forum Name: Verdagon
Special thanks to the Warfare Mission Team

History:
First Mission uploaded on February 7th
Second Mission added on February 28th
Third Mission added on March 15th
Fourth Mission added on March 15th
Fifth mission added on March 21st
Final (Sixth) mission added on March 23rd
1st, 2nd, and 4th mission revamped April 22nd
4th and 5th mission revamped May 21st

Please enjoy this mission pack! And always, suggestions will be appreciated. Have fun!

Thanks!

- Evan

Attachment:
VMP-v27.pdb (43.18 KB, downloaded 77175 times)

Last edited by Verdagon on Sat Dec 13, 2008 12:49 am; edited 57 times in total
mikio
WI Forum Novice
Joined: 21 Jan 2004
Posts: 8
 Post Posted: Tue Feb 17, 2004 10:37 am  Post subject: Is it working properly now?

I downloaded it a while back, so maybe it has improved since then, but I kept playing this level, and after about 45 mins of game play, Jana still hadn't come back to the rescue!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Feb 23, 2004 4:58 pm  

Download the new version. It's true, an unfinished version was on my wilevels site, but i updated it about three weeks ago. If you downloaded it before then, it was unfinished.

Sorry for the inconvinience, try downloading it again! Hope you like it.
PhillipEarl
Mega-Poster


Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC
 Post Posted: Tue Feb 24, 2004 11:13 am  

I think I've played this mission since version 2 or something, and every time it gets better. I like the idea of Fox replicating himself: very original! The odds were downright overwhelming before, but that's obviously changed.

That being said, I still can't finish the level! I know, I know. That probably speaks volumes about my skills as a player (or lack therof)!

Overall it's a very enjoyable experience, and I'll definitely keep playing!
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Tue Feb 24, 2004 12:12 pm  

The terrain and scenery in this level are very well laid out, and look very nice.

On any new level, I like to explore first, to see what's out there. This meant that I found the soft underbelly of your base the very first time (lucky break!) and destroyed the Surveillance Center. I went on to win the level with just Andy. I never built a thing. :?

Couple of suggestions, if I may be so bold:

1. Turning on repair for side 2 might stop Andy from running a rampage.

2. Add an action to a unit group to attack secondary targets after so many seconds. The first attack wave destroyed the Dominion and just sat there until Andy came back to kill them. Same with all of the other unit groups. Until Andy attacked them, (or the rescue teams arrived) they just sat there. That allowed Andy to draw off just a few units at a time and destroy them.

3. Another alternative to the last: add Andy to the kill list for any attacks. I've noticed that the default buttons never pick certain units (like Andy), and you have to click them yourself when creating the action.

Overall, quite a challenge!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Feb 24, 2004 5:17 pm  

[quote="crakerz"]The terrain and scenery in this level are very well laid out, and look very nice.

On any new level, I like to explore first, to see what's out there. This meant that I found the soft underbelly of your base the very first time (lucky break!) and destroyed the Surveillance Center. I went on to win the level with just Andy. I never built a thing. :?

Couple of suggestions, if I may be so bold:

1. Turning on repair for side 2 might stop Andy from running a rampage.

2. Add an action to a unit group to attack secondary targets after so many seconds. The first attack wave destroyed the Dominion and just sat there until Andy came back to kill them. Same with all of the other unit groups. Until Andy attacked them, (or the rescue teams arrived) they just sat there. That allowed Andy to draw off just a few units at a time and destroy them.

3. Another alternative to the last: add Andy to the kill list for any attacks. I've noticed that the default buttons never pick certain units (like Andy), and you have to click them yourself when creating the action.

Overall, quite a challenge![/quote]

I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me?
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Tue Feb 24, 2004 7:12 pm  Post subject: Unit Group Actions

Verdagon wrote:
I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me?
Sure, I can try, though I'm not sure you need it :D Maybe this will assist others, if nothing else.

Unit Groups can have actions: Attack, Guard, Guard Vicinity, Mine (for Bullpups), Move, Set Switch, or Wait.

If you want to target a specific structure or mobile unit for so many seconds (how many is something found by T&E) and then another structure or mobile unit, then you would have several of these actions:

Move to area "Blue Base"
Attack nearest Headquarters owned by Side1 for 60 seconds
Attack nearest PowerGenerator owned by Side1 for 60 seconds
Attack nearest Bullpup owned by Side1 for 60 seconds

If the attacking force lived long enough, then after two minutes, it would be attacking Bullpups.

You could do it this way too:
Attack nearest Headquarters,PowerGenerator,Bullpup owned by Side1 for 60 seconds (or more)
Repeat Forever (the checkbox)

In this case, the force will attack the nearest unit in the list, and then go on to the next if no more exists.

Still another method (and by no means the last):
Attack nearest GatlingTower owned by Side1 for 60 seconds
Attack nearest PowerGenerator owned by Side1 for 60 seconds
Repeat forever

In this senario, the units would attack and destroy towers, then generators. If Side1 builds more, they will be immediately attacked, but nothing else would be.

You can also use the Repeat forever checkbox the create things like patrols:

Move to area "Checkpoint 1"
Guard for 30 seconds (or Wait for 30 seconds)
Move to area "Checkpoint 2"
Guard for 30 seconds
Move to area "Checkpoint 3"
Guard for 30 seconds
Repeat forever

This method is used in the very first demo level, actually. I've seen it used by SoLan and chiron to some extent in theirs.

You can do much same thing with the triggers, of course, and then some. Such as one that says if Side1 has no structures, seek out and destroy Andy. Hope this all helps somebody!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Feb 25, 2004 6:01 pm  

Thank you for your lesson, crakerz. it will definitely help me when i resume my WI levels... At the moment I am not working on them because I am caught up in my c++ experiments, but when I am done with them i will definitely use your techniques.

Thanks!
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Wed Feb 25, 2004 7:18 pm  

Good luck on your experiments! Which C++ software are you using? (I taught college C/C++ for a while, back a few years, wrote a few apps).
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Feb 27, 2004 6:33 pm  

Right now I'm using my relative's copy of Visual C++. I'm having a lot of trouble finding out how to typecast... lol.

I just started about three months ago. I'm trying to make file inputs. Not working. Argh.

Anyway, a new version of the game is up, and im taking my site down. It was only temporary anyway.

Soon to be another level in the pack! Gonna be great!

Also, I'm renaming the mission. "Andy's Crash" doesnt sound too professional.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat Feb 28, 2004 11:10 pm  

Good news people! The new version is up, containing a new level after the first. It is extremely hard unless you have mad skills, so here's a few tips (for the second level!):

Make rocket towers ON TOP OF the bridge of the second river. Have Andy stationed nearby. It's OK if you lose the second river, as long as you dont lose the first river...

Anyway, please tell me if any of you have any problems. Any feedback will be greatly appreciated...

I'm very nervous about these levels going public. All the more people to criticize my maps. So I need em as perfect as can be, so any suggestions would be VERY appreciated. VERY.

Thanks everyone! Download the new version!

- Evan
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Mar 01, 2004 5:51 pm  

Wow... One day it's at 59 downloads, the next its at 200!!! Advertising my level at zodiac gamer really helped!!!!!
joshlerman
Established Forum User
Joined: 20 Jan 2004
Posts: 57
 Post Posted: Mon Mar 01, 2004 7:38 pm  

For some reason I cannot get this to load on my M515 -- I have tried everything (including the removal of other mission packs just in case there is a limit), and it still does not work.

Maybe I am just burnt out from testing the other missions (laugh)....could someone perhaps shed some light on this?


Thanks.
Josh
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Mon Mar 01, 2004 10:19 pm  

I will try to load it on an m515 here and see what happens. If it doesn't load I'll figure out why.
Donw35
Semi-frequent Poster


Joined: 10 Jan 2004
Posts: 29
 Post Posted: Tue Mar 02, 2004 10:15 am  

I played the new version and the second level did not come up after I completed the first.... ???
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Tue Mar 02, 2004 12:36 pm  

Verdagon, you are using the old version of the editor. You need to re-export your mission using the latest version of the editor. This is why anyone with Warfare Incorporated v1.1 (in beta) can't see or play your mission. Once v1.1 goes live (this Friday) it will be put on all the download sites. User authored missions are officially only supported on v1.1 and above. Thanks.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Mar 02, 2004 4:40 pm  

Dangit! And all this time I thought I was using the current release!

...Oh... I think I know whats wrong... I DO have the newest release except the shortcut on my desktop is pointing to the old one!

Sorry to all of you, for thinking that you had the wrong version of warfare. The fault is mine.

I'll get on it right away...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Mar 02, 2004 5:01 pm  

Okay the new version is up! Yay!
Sorry again to all the people i told to download the new version. My fault.

And by the way, VMP-v03.pdb stands for:
Verdagon's Mission Pack - version 03
Donw35
Semi-frequent Poster


Joined: 10 Jan 2004
Posts: 29
 Post Posted: Wed Mar 03, 2004 11:53 am  

I downloaded your version 3 and now I get VMP-v03.pdb is an incompatible version!.

I am running 1.1 beta
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Mar 03, 2004 5:35 pm  

I dont know... it works fine for me, and im using the latest version. Are you absolutely sure that you have 1.1? And that it's in the right folder (if there is a right folder)?
bilfer
Semi-frequent Poster


Joined: 12 Jan 2004
Posts: 29
 Post Posted: Wed Mar 03, 2004 10:13 pm  

I am having the same problem...
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Thu Mar 04, 2004 12:37 am  

I think I know what is causing this. Verdagon I'll get you a new version of M that has the fix I have in mind.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Mar 04, 2004 7:26 am  

Ok good. So its no-one's fault :D
Donw35
Semi-frequent Poster


Joined: 10 Jan 2004
Posts: 29
 Post Posted: Wed Mar 10, 2004 1:14 pm  

any progress..??
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Wed Mar 10, 2004 1:32 pm  

Verdagon, please re-export your mission using the released version of the mission editor which I posted this morning. This problem will be fixed in the new .pdb that gets created.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Mar 11, 2004 5:19 pm  

Okay it is re-exported and posted. It took a while to find the latest release of the game and the editor but i got it.

and Donw35, I am having progress. I'm working on the third mission. It's a small mission where you are given a handful of units and you have to destroy a small Free Radical base. It's not really an exciting mission, it's just something to go along with the storyline =)

I think this campaign will have 8-12 missions in it when it's done.

If anyone wants to know the entire storyline of it, please PM or email me!

-- :D Happy Playing :D --
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Mar 12, 2004 7:32 pm  

The third mission has been attached. I have not uploaded it to the first post yet, though. I haven't been able to beat the first mission, believe it or not. I know it's possible, but I can't seem to watch over Andy.

The third level is attached to this post. I need someone to play through missions 1, 2, and 3. Please tell me what happens, because I cannot get through the first level!

Thanks!

Edit: Dangit! All attachments are on the missions page. I'm taking off the attachment. Please visit the Authoring forum to get the new mission. Thanks!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Mar 15, 2004 12:45 pm  

Okay someone beat the levels for me (and gave me many good hints, which I was later able to use to beat it myself) and I am thinking about re-uploading it.

However, I'm not going to re-upload it until I know whether or not the downloads number will change. I have 1500 downloads, which makes me really proud of myself :D and I don't want to lose that. However, until it's uploaded, you can get the new one at this link:
http://www.members.aol.com/verdagon/VMP-v08.pdb
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Mar 15, 2004 12:50 pm  

Okay it didn't delete my downloads :D
The new version is uploaded. Have fun!
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...
 Post Posted: Mon Mar 15, 2004 8:00 pm  

I've played only a little, but it seems cool! Keep up the good work!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Mar 15, 2004 9:13 pm  

Thanks goblin! A little praise goes a long way :D
If only the people on starcraft were like that... battle.net was a free-for-all...

Thankfully, we're all brothers here :D
NukkleHead
WI Forum Novice
Joined: 16 Mar 2004
Posts: 2
 Post Posted: Tue Mar 16, 2004 5:47 am  

:?: Can't get V11 to load on my Sony Clie NX60. I'm using Warfare Version 1.1 and all the other shared Missions load properly, but this one won't. any ideas?
bilfer
Semi-frequent Poster


Joined: 12 Jan 2004
Posts: 29
 Post Posted: Tue Mar 16, 2004 7:41 am  

NukkleHead wrote:
:?: Can't get V11 to load on my Sony Clie NX60. I'm using Warfare Version 1.1 and all the other shared Missions load properly, but this one won't. any ideas?

Same problem with my TG50...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Mar 16, 2004 6:56 pm  

Try redownloading it. I'm having the same problem but I re-exported, now it works.
Tooks
WI Forum Novice
Joined: 20 Mar 2004
Posts: 6
 Post Posted: Sat Mar 20, 2004 12:58 pm  

The first mission is too easy! i survived without building a single building, and by just hiding in the top right section of the map. If you try to build, it is fun and challenging, but try sending waves to attack Andy wherever he is.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat Mar 20, 2004 2:21 pm  

Tooks wrote:
The first mission is too easy! i survived without building a single building, and by just hiding in the top right section of the map. If you try to build, it is fun and challenging, but try sending waves to attack Andy wherever he is.


Wha...! Oh my god I never thought of that. Thank you! I will fix that right away...
Pounce
WI Forum Novice
Joined: 29 Jan 2004
Posts: 7
 Post Posted: Sun Mar 21, 2004 5:24 am  

I like it very much as faar i was able to play the first mission, but theres something strange, the bullypubs stop to unload into the factory after about 10 minutes into the game so i am simply running out of funds...
Is that an bug or is there an limit how much galaxite one can harvest??
.
Sucks to have three bullys fully loaded with galaxite and funds are ZERO..
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Mar 21, 2004 10:35 am  

I... don't know this problem. It's never happened to me.
Is there any way that I can fix this problem?
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Mar 21, 2004 5:55 pm  

Hey I made a new image for the top of this thread. Like it?
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Mar 21, 2004 6:24 pm  

Okay version 13 is up. Lucky number.
Fifth mission is added! Take a look :D
🖼 image no longer available
Tooks, I fixed mission one, now they chase Andy. Thanks for the tip :)

Have fun everyone. Hopefully the sixth mission will be soon...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Mar 23, 2004 7:53 pm  Post subject: It's done!!!

It's finally done! Finished! Complete! Yay! :D :D

Everyone give a cheer! :D :D :D
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat Mar 27, 2004 10:42 am  Post subject: Re: Unit Group Actions

crakerz wrote:
Verdagon wrote:
I thank thee for thy comments. I will make a repair thing, and I don't know how to do that attack thing. Can you teach me?
Sure, I can try, though I'm not sure you need it :D Maybe this will assist others, if nothing else.

Unit Groups can have actions: Attack, Guard, Guard Vicinity, Mine (for Bullpups), Move, Set Switch, or Wait.

If you want to target a specific structure or mobile unit for so many seconds (how many is something found by T&E) and then another structure or mobile unit, then you would have several of these actions:

Move to area "Blue Base"
Attack nearest Headquarters owned by Side1 for 60 seconds
Attack nearest PowerGenerator owned by Side1 for 60 seconds
Attack nearest Bullpup owned by Side1 for 60 seconds

If the attacking force lived long enough, then after two minutes, it would be attacking Bullpups.

You could do it this way too:
Attack nearest Headquarters,PowerGenerator,Bullpup owned by Side1 for 60 seconds (or more)
Repeat Forever (the checkbox)

In this case, the force will attack the nearest unit in the list, and then go on to the next if no more exists.

Still another method (and by no means the last):
Attack nearest GatlingTower owned by Side1 for 60 seconds
Attack nearest PowerGenerator owned by Side1 for 60 seconds
Repeat forever

In this senario, the units would attack and destroy towers, then generators. If Side1 builds more, they will be immediately attacked, but nothing else would be.

You can also use the Repeat forever checkbox the create things like patrols:

Move to area "Checkpoint 1"
Guard for 30 seconds (or Wait for 30 seconds)
Move to area "Checkpoint 2"
Guard for 30 seconds
Move to area "Checkpoint 3"
Guard for 30 seconds
Repeat forever

This method is used in the very first demo level, actually. I've seen it used by SoLan and chiron to some extent in theirs.

You can do much same thing with the triggers, of course, and then some. Such as one that says if Side1 has no structures, seek out and destroy Andy. Hope this all helps somebody!


This quote is from a while ago, but I just noticed something.
Crakerz, on the 'move' command, do they attack as they go?

And everyone else, it's been half a week since the final version was released. I want this to be a great campaign, so please suggest things. Anything!
joshlerman
Established Forum User
Joined: 20 Jan 2004
Posts: 57
 Post Posted: Tue Mar 30, 2004 5:38 pm  

Wow -- the 5th mission is insane, I cannot beat it no matter how hard I try, and this is on "easy!" And I don't know if completing this level is a prerequesite for making the 6th mission "work," but when I try to load it, it essentially says that I have lost, before I have even had a chance to start it.....is this a trick?
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Mar 30, 2004 9:16 pm  

Gosh darnit! I wish this editor was different :D
The andy at the start of the level was accidentally set to side 2 ownership. Meant to be one.

Sorry! The fix has been posted. The reason I didn't catch this before is that I lost my zodiac (its somewhere in my room) and I never got a chance to test level 5 or 6. I figured I would just wait for someone to test it for me :)
And you did :wink:

So.... here ya go. Good luck.
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Thu Apr 01, 2004 4:55 pm  Post subject: Still needs a little tweaking

Although I am able to get farther than before in the 5th mission after the latest update, I am still of the conclusion that it is unwinnable. Pre-update, I couldn't even get far enough up the map to see anything other than towers. Post update, I can at least see buildings, and have even destroyed some. I have also destroyed every tower I've seen, but there is still a fair amount of the upper left corner that I can't get to. There is obviously some kind of spawn trigger that is causing far too many enemy units to appear. This mission appears to be cyclical, but even though I'm patiently following the cycle, I can get no farther.

Enemy Units Destroyed: 2735
Enemy Buildings Destroyed: 48
Friendly Units Lost: 2745 (this was lower, but I've been hurling everything I can in an attempt to still survive after the spawning)
Credits Acquired/Spent: 408360/386516
Elapsed Time: 04:24:08

And this is on the easy setting!

I don't mind spawning in a part of the map that I haven't yet uncovered, but once I'm there it should stop. I don't like these missions where enemies just appear out of thin air (general comment, not directed at any specific mission author).

For the 6th mission, I can at least play it now after the update, but as far as I can tell it is also unwinnable, although I haven't given it as much time as I have the 5th one. What good is a Dominion if you don't have any credits to build anything? I've run around long enough hoping that credits would just appear, like in the 5th one, but they don't. And you don't start out with any Raiders, so you can't steal any money.

I like this campaign overall, but I would like to be able to finish it! :wink:
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Apr 01, 2004 5:47 pm  Post subject: Re: Still needs a little tweaking

BSlickOH wrote:
Although I am able to get farther than before in the 5th mission after the latest update, I am still of the conclusion that it is unwinnable. Pre-update, I couldn't even get far enough up the map to see anything other than towers. Post update, I can at least see buildings, and have even destroyed some. I have also destroyed every tower I've seen, but there is still a fair amount of the upper left corner that I can't get to. There is obviously some kind of spawn trigger that is causing far too many enemy units to appear. This mission appears to be cyclical, but even though I'm patiently following the cycle, I can get no farther.

Enemy Units Destroyed: 2735
Enemy Buildings Destroyed: 48
Friendly Units Lost: 2745 (this was lower, but I've been hurling everything I can in an attempt to still survive after the spawning)
Credits Acquired/Spent: 408360/386516
Elapsed Time: 04:24:08

And this is on the easy setting!

I don't mind spawning in a part of the map that I haven't yet uncovered, but once I'm there it should stop. I don't like these missions where enemies just appear out of thin air (general comment, not directed at any specific mission author).

For the 6th mission, I can at least play it now after the update, but as far as I can tell it is also unwinnable, although I haven't given it as much time as I have the 5th one. What good is a Dominion if you don't have any credits to build anything? I've run around long enough hoping that credits would just appear, like in the 5th one, but they don't. And you don't start out with any Raiders, so you can't steal any money.

I like this campaign overall, but I would like to be able to finish it! :wink:


Thanks :D
As I said I can't test it, I still cant find my zod... i recently got a new ipaq but i cant play my missions (cant register! they wont send me a ppc file)

I'll fix these...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Apr 01, 2004 5:59 pm  

Okay the bugs you told me were fixed.

In mission 5 there was an area called "area 3 surprise" to add a little bit of difficulty. You informed me that it added too much difficulty, so it's gone :D
In mission 6 you were right there wasn't any credits. Sorry bout that!
Thanks for testing my mission.

By the way, how was level 4? Hows the story, gameplay, is it challenging? That one took the longest to make.
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Thu Apr 01, 2004 8:30 pm  

Oh, mission 4. Forgot that I hadn't won that one yet.

The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable.

But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes.

So, since I haven't gotten to the point of trying to destroy the base yet, I can't quite comment on whether or not I have sufficient firepower remaining to do so. I don't know if there will be anymore reinforcements coming, but I'm guessing it will be cutting it close.

As far as your "area 3 surprise" goes, it's ok for it to be there...once. Once I've discovered the surprise, it becomes simply unfair after that point. Heh. Yeah, I'm a whiner. I can see having cloaked or hidden forces, that's fine. But once they are uncovered and destroyed, they shouldn't be there anymore.

Oh, one other comment I had for misison 5 is that it seems to almost play itself. I guess that isn't a bad thing inherently, but it does remove a lot of involvement from the player. One of the consequences of this though is that the computer-generated reinforcements don't take orders very well. Sometimes I'll try to hold them back, or deliberately route them around a group of enemies, but sometimes no matter what I do, they plunge headfirst into battle. In some cases, their goal is so far away that they don't realize they are being shot at right now. (Actually, this is a complaint I have about WI in general...enemy forces on patrol are smart enough to start shooting when they encounter foes....friendly forces are not as smart. A sizeable force can be slaughtered by a very tiny one just by virtue of walking past and never firing a shot. This isn't a huge deal with the sound on, since the sounds of battle can alert you that something is going on, but I typically play with the sound muted.) You actually provide a good quantity of computer-generated reinforcements, but since they don't take orders very well, you can't consistently reroute them and try to build up their numbers over time.

I'll think of some more comments, I'm sure. I've spent some quality time with mission 5. :D
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Apr 02, 2004 8:06 am  

Yes I have noticed that about mission 5... Ever played my map Tides of War? It's exactly like that. I don't know why they don't take orders, I wish they would.

Any suggestions you might have on how to make the player more involved would be helpful :D

The error in level 4 is probably just a misplaced win action. I'll get to it on sunday (I'm not at home right now, ill get back then)

Thank you for your help!

Quote:
...that point. Heh. Yeah, I'm a whiner. I can see...

That's okay. Whiners are helpful. They tell whats good and what needs improvement.

Keep whining! :)
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Fri Apr 02, 2004 3:05 pm  Post subject: Still can't win Mission 5

Ok, if there is a trick to winning mission 5, I can't figure it out. I am able to wipe out all of the towers (that I can see and get to), a few power generators, and one vehicle factory. I can see one HQ, and a half dozen more power generators. But every time I get close to them, probably 100 or so enemies appear and just overwhelm my forces. I have tried throwing small fast armies at them, I have tried throwing large slow armies at them. It's like forcing a pencil into an electric sharpener too hard/fast.

There really is very little I can do while this mass of enemies trickles down the map. I've only found one nook along the canyon where I can tuck 5 or 6 vehicles and they don't get molested by the passing hoardes. So I slide some Broadswords up there, wait for the tail end of the army to pass by, and then send them rushing upwards to the nearest structure. This is easily a 10-minute-plus rotation, and frankly it starts to get old. But it does work, at least until you get up near the top of the map. There seems to be another spawn trigger up near the enemy HQ, and that's fine, but the number of enemies spawned needs to be a LOT smaller. There also needs to be a point after which they don't spawn anymore.

The "area 3 surprise" that I notice is gone, really wasn't a big deal...maybe 10 vehicles or so. I can deal with them, even if it means parking a huge army halfway up the canyon just to have forces remaining. But I am simply unable to defeat the massive enemy army in a strategic location. Even if I build every unit I possibly can, right up to the limit, get this army set up in the canyon, and then begin advancing on the enemy base, the enemy army is still able to wipe out every last vehicle I brought, and still have a sizeable force remaining. I've even tried sending 20 or so Eagles straight up the canyon on a kamikaze run, but they get ripped apart by newly-spawned enemies without so much as scratching any of the buildings. Too many enemies!

I have even tried setting up a 2nd HQ in the nook, so that my forces wouldn't have as far to travel. Makes no difference, and that HQ typically gets wiped out pretty quickly.

The spawned friendlies can keep this massive army at bay, typically without any intervention from me. So as far as I can tell, the only trick is to make sure to get vehicles up into that nook while the computer-driven folks battle it out. But once that trick quits working, there is nothing left for the user to do except ride it out and wait for the next cycle. I am at an impasse.

Possible bug: forces I create don't always show up on the mini-map right away. Once I get them moving, they appear, but not initially.

Comment: You actually start out with too much money. I set up the Dominion in the little cul-de-sac in the lower left corner. There is - just barely - enough room for the Dominion, one power generator, and one Galaxite processor. But as soon as the Bulpup comes back full, he can't unload because there isn't enough storage. No problem, I gots plenty o' cash, but sadly no real estate. You need the Bulpup to clear out the Galaxite to make room for more structures, but he can't work because you don't have enough storage, but you can't build more storage because there isn't room, and there won't be more room until the Bulpup does his thing, and .... and ..... and.... It works eventually, but it takes a LONG time to set up. So, I either need less money initially (not a problem, considering the rate it accumulates), or I need less Galaxite so I have room to build.

Incidentally, while I am worrying over getting all of this set up, the computer-generated friendlies are able to pave their way halfway up the map, including destroying numerous towers, without any intervention from me. I literally touch only Andy and the Dominion/HQ/Bulpup for the first 10 or 15 minutes.

I'm trying to answer your question regarding how to increase user involvement, and it's tricky. The first thought I have is to have the spawned friendlies remain in place at the edge of the map, instead of rushing off to fight, possibly with some alert like "reinforcements have arrived!" or something. And rather than 3 or 4 units every 30 seconds, make it 20 units every 2 minutes or something. But, if they are going to be stationary, then you definitely need to cut the number of enemies easily in half. It will be far too much to manage otherwise.

I'm getting a little burned out on this mission, so I'm going to play with #6 for a while. I'll wait for you to fix #4 before trying that one again. By the way, I think it is a lose action being triggered, not a win action. Or at least the dialogs don't seem very happy, anyway. Actually, I may just start the whole campaign over again and pay more attention to details.
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Sat Apr 03, 2004 1:40 pm  Post subject: Completed Mission 6

Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy.

Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available.

There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that.

When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base.

So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting.
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Mon Apr 05, 2004 8:39 am  

Ok, I have started the campaign over. I just completed mission 1 on the easy setting. The only issue I found is one that was already mentioned...

Pounce wrote:
I like it very much as faar i was able to play the first mission, but theres something strange, the bullypubs stop to unload into the factory after about 10 minutes into the game so i am simply running out of funds...
Is that an bug or is there an limit how much galaxite one can harvest??
.
Sucks to have three bullys fully loaded with galaxite and funds are ZERO..


I did find a workaround. Say that the processor occupies a 3x3 grid of space. So, it would look like this:
1 2 3
4 5 6
7 8 9
...with the "building" part sitting in 1 through 6, and there is empty space in 7 through 9. A bulpup normally enters the building from space #8.

The problem occuring is that the bulpup will go to space #9 and just sit there. Even if you direct the bulpup away from the processor, then click on the processor again, the bulpup will return to #9 and continue sitting there.

The workaround I have found, once the bulpup is sitting in #9, is to click on #8. Once the bulpup has moved to #8, but before he comes to a stop, I click on the processor again. 8 times out of 10, he'll enter the processor and all is good. The other two, he'll return to #9, and you have to try again. After I do this a couple of times, things seem to run smoothly for several more minutes. Just seems like the process needs a little kick-start every now and then.

Overall, I like mission 1. Good story line, nice map, reasonably challenging.

My one little complaint is the spawning of the enemies. I've paved through all of the vehicles, destroyed all of his buildings, and he'd run out of money before then anyway. I'm pretty much in "mop-up" mode, destroying the rest of his towers. He has no resources at all, when poof, here's a sizeable army in the middle of the map.

If there are going to be new enemies throughout the mission, aside from what the factories can produce, they should enter from the sides of the map, I think. It's a more realistic "reinforcement" scenario. Maybe do like you did in the river defense one, with messages warning that reinforcements are on the way. You could do something like trigger a message, once all mobile forces have been defeated, that says something like "good job, now get that base destroyed and get out of there. OMNI reinforcements will arrive in 5 minutes" or something like that. That way if I don't have the base destroyed in the allotted time, it's my own fault, and I know what is coming. Actually, since some of the forces sit and guard buildings, maybe trigger the message when only 5% of the enemy force is remaining.

Nice job overall. I think I'm spending more time with this campaign than I did with the mission that shipped with the game. Heh.
hpmoon
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Joined: 12 Apr 2004
Posts: 6
Location: Washington, D.C.
 Post Posted: Mon Apr 12, 2004 10:38 am  Post subject: Level Two never ends

It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more.

In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending.
joshlerman
Established Forum User
Joined: 20 Jan 2004
Posts: 57
 Post Posted: Sat Apr 17, 2004 10:39 am  

I am in agreement with all that has been said about level 5 -- it really does seem unwinnable, not matter what strategy I have tried. Not that a difficult challenge can't be fun, but it seems to me as if lightening the load would make it a more enjoyable, and winnable, level.

On a side note, I find that whenever I exit the game after playing this level, I get a fatal exception. Don't know what this is related to, but wanted you to know.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Apr 19, 2004 11:00 pm  

Okay here's the deal. I'm having a lot of trouble with my schoolwork and making my site, and I really don't want to spend any more effort on fixing this level.

around level 4 or so, I was so tired of making Warfare maps that I had to force myself through it just to be finished.

This happened in starcraft a few times too... I eventually got back to making maps. Maybe I just need a break. :P

I'm sick of this campaign :oops: , so if you guys want, I can make it open source :D and everyone can join in on fixing it. But please... DONT MAKE ME DO ANY MORE!

- Evan :D
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Apr 19, 2004 11:01 pm  Post subject: Re: Level Two never ends

hpmoon wrote:
It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more.

In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending.


Try playing the latest version. I beat it quite a few times.
kayaker
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Joined: 20 Apr 2004
Posts: 5
 Post Posted: Tue Apr 20, 2004 8:42 am  Post subject: I have the latest version, but still...

Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Apr 20, 2004 7:37 pm  Post subject: Re: I have the latest version, but still...

kayaker wrote:
Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?


I'm not really sure what you mean. If you're asking about the attacks on level 2, here's how it works:

There are groups that continue spawning forever, they spawn maybe ten to twenty men, in large intervals. Then there are the infantries, they come endlessly.
Then there are the two big waves. The first one is just past the river, very big attack, and the second one comes from all sides.

If you use Andy and hydras right, it's no problem. Tip: Set up rocket towers IN the river chokepoint, not behind, and have Andy nearby to shoot down cyclopses.

As painful as it is, I will look into this.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Apr 20, 2004 7:57 pm  Post subject: Re: Completed Mission 6

BSlickOH wrote:
Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy.

Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available.

There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that.

When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base.

So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting.


Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.).

What's your email?

I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said.

Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later.
BSlickOH
Developing Poster
Joined: 01 Apr 2004
Posts: 21
 Post Posted: Wed Apr 21, 2004 3:41 am  Post subject: Re: Completed Mission 6

Verdagon wrote:


Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.).

What's your email?

I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said.

Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later.


I appreciate the response. I would be happy to help out, but the only place I can run the map editor is at work, and I'm not going to do that. Sorry. :wink:

I'm happy to test out these levels and offer my suggestions on how things could/should work, but I'm afraid that's about all I can offer. I'll download your newest update here shortly.

And hey, I saw your earlier message, and know you have a lot on your plate. Take care of that other stuff first, and maybe later you'll be in a better frame of mind to come back and make us some more great levels. 8)
hpmoon
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Joined: 12 Apr 2004
Posts: 6
Location: Washington, D.C.
 Post Posted: Wed Apr 21, 2004 9:23 am  Post subject: Re: I have the latest version, but still...

Verdagon wrote:
kayaker wrote:
Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?


I'm not really sure what you mean. If you're asking about the attacks on level 2, here's how it works:

There are groups that continue spawning forever, they spawn maybe ten to twenty men, in large intervals. Then there are the infantries, they come endlessly.
Then there are the two big waves. The first one is just past the river, very big attack, and the second one comes from all sides.

If you use Andy and hydras right, it's no problem. Tip: Set up rocket towers IN the river chokepoint, not behind, and have Andy nearby to shoot down cyclopses.

As painful as it is, I will look into this.


OK, the question in its simplest form: What is the objective of Level Two!? In other words, when does it end? Thanks.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Apr 21, 2004 4:18 pm  Post subject: Re: I have the latest version, but still...

Quote:
OK, the question in its simplest form: What is the objective of Level Two!? In other words, when does it end? Thanks.

Thanks for clarifying :)
Survive until the Free Radicals have depleted their troops.
The level ends shortly after you fight off the final big wave.
joshlerman
Established Forum User
Joined: 20 Jan 2004
Posts: 57
 Post Posted: Fri Apr 30, 2004 4:50 pm  

Out of curiosity, has anyone managed to complete levels 2 or 5? I have tried each mission dozens of times with different strategies, and have been unable to do so.

Just wondering....
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Apr 30, 2004 5:27 pm  

I tried level 2 many times, too... It doesnt work. At all. It's very weird... I checked over the source a lot, it all makes sense but it just doesnt work.

As for level 5, i think imma take it out. It's a bad idea anyway, with the current lack of flexibility...
kayaker
WI Forum Novice
Joined: 20 Apr 2004
Posts: 5
 Post Posted: Fri Apr 30, 2004 6:45 pm  Post subject: Level 2

I did actually finish level 2 once. I don't remember what it took but the suggestion of...

SPOILER
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$fillingthegapcomplketelywithtowers$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

finally worked after starting from about a whole patge full of saves. I didn'nt really remember what I had all done, becuase of the many saves, so I went back and tried to win strait through without a save. I've failed now way too many times to count . The longest one was over 90 minutes. The interior waves had come and gone and I finnaly ran out of money to fix my towers.

Either I'm missing a switch or there is a bug.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Apr 30, 2004 9:52 pm  

It takes ppl that long? Wow...

Just takes me about 30 mins of smooth sailing... fill the gap, make a horde, station it around HQ. Bam. Done.

I've decided I'll change the "general idea" of level 5, instead of removing it.
DONTSLEEP
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Joined: 04 Mar 2004
Posts: 9
Location: BALTIMORE MD
 Post Posted: Sun May 02, 2004 2:54 pm  

Hey all completed all save for level 5 as for 2 what I did was at the beginning of game I canabalized my structures and towers away from the 1st river as to get $ to build forces after the 1st big wave I was able to acuatlly take over the lower left of map and surround the spot where enemy appears and in effect slaughter them in the crossfire. and in between waves build suitable forces to the ease and west for the final attack. as for 5 Iried everything got to the buildings but to much over powering force, tried saving a enemy ship from distruction hoping that would stop the waves but alas there is a spawn trigger there that is relentless. hope that helps
hpmoon
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Joined: 12 Apr 2004
Posts: 6
Location: Washington, D.C.
 Post Posted: Wed May 05, 2004 8:37 am  

BSlickOH wrote:
Oh, mission 4. Forgot that I hadn't won that one yet.

The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable.

But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes.


I am experiencing this problem, too, when using version 19 (the latest one). Has it been fixed? Thanks.
hpmoon
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Joined: 12 Apr 2004
Posts: 6
Location: Washington, D.C.
 Post Posted: Sun May 09, 2004 1:15 pm  

hpmoon wrote:
BSlickOH wrote:
Oh, mission 4. Forgot that I hadn't won that one yet.

The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable.

But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes.


I am experiencing this problem, too, when using version 19 (the latest one). Has it been fixed? Thanks.


Again, I have reached a point just like the quote above where there is no possible way to finish Mission Four. If anyone has any ideas, please let me know!

According to this thread, the author meant to fix it but it doesn't look like that ever happened.
hpmoon
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Joined: 12 Apr 2004
Posts: 6
Location: Washington, D.C.
 Post Posted: Mon May 17, 2004 1:11 pm  Post subject: Hello?

Are we dead here?
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon May 17, 2004 3:56 pm  

Almost. I can't figure out the bugs in level 4, i think I might just remake it as a different layout...
and level 5 is just being rebuilt.

But I just cant find the time... im conce ntrating on school and learning to program
jk1766
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Joined: 19 May 2004
Posts: 2
 Post Posted: Wed May 19, 2004 3:54 pm  

I'm a bit new at downloading these new versions of the Warfare game. Can anyone give me a step - by - step? I have an iPaq 3900 series.
Thanks,

Joe
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri May 21, 2004 12:34 pm  

For an ipaq... I'm not sure, cuz i have a different ipaq, but here goes:

Install the newest version of warfare.
Connect the ipaq to the PC, run activesync.

Download a .pdb file, put it inside the same dir as warfare.

Thats all.

News: Level 4 has been fixed! Level 5 is almost done being revamped!
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri May 21, 2004 11:53 pm  

Okay, everything is done. 4th and 5th are now beatable!

Enjoy, everyone! Thank you all for your suggestions and comments!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat May 22, 2004 1:54 am  Post subject: Oh my god!!! L5 is nearly impossible!

Oh my fugging god! have any of you played level 5 yet?????? its nearly impossible! here were my stats:

Enemy Units Destroyed: 2871
Enemy Buildings Destroyed: 36
Friendly Units Lost: 1318
Credits Acquired: 374025
Credits Spent: 369944
Elapsed Time: 3:00:56

I'm definitely going to make this game easier!!! I'll post the current one as a standalone mission though. First one to beat it besides me gets to have his/her name in the credits. I'll post it later, right now its two in the morning. I've been playing too long.

THREE FRICKIN HOURS!!!
And I didn't take any potty-breaks or anything! Three hours of staring at a little zodiac LCD. Damn that is one intense level!

Sorry I'm rambling, but after all three hours of painful attacking, strategizing, and defending, and sacraficing, this is a really big accomplishment!!!!!!
ryker
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Joined: 04 Jun 2004
Posts: 3
 Post Posted: Fri Jun 04, 2004 8:15 am  

Help .. I have been playing level 5 for solid 4 hours with more than 3,000 enemy units destroyed but still couldn't beat this level ..

I even built new HQ location at top right protected with tens of towers still the enemy units appeared never ending ..

Is there a bug or something wrong with this level?

Please share your strategy to beat this level ...
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Fri Jun 04, 2004 10:28 pm  

This is not a bug. It took me thousands of units to get past it myself, and took three hours. I threw it in as a challenge...

But if it's too hard and if everyone wants it, i'll make an easy setting. Should I do that?
ryker
WI Forum Novice
Joined: 04 Jun 2004
Posts: 3
 Post Posted: Sat Jun 05, 2004 9:57 am  

Any specific strategy to beat this level? or just waiting at three entry points at the bottom and wipe all the incoming enemy units?

I have destroyed thousands of enemy units, still never ending ..

Thanks
UGMC
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Posts: 348
Location: my own little world
 Post Posted: Sat Jun 05, 2004 12:01 pm  

I downloaded these levels, but I still think they are too hard, especially #5 which I absolutely cannot beat. Can you make it easier?
Verdagon
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Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat Jun 05, 2004 10:07 pm  

ryker, there's a pretty good strategy. Here it is:
At first, build up your defenses in the three choke points. Then, make a huge cluster of rocket towers in the small mountain west of your base, and put andy in them (trap him in there, cuz he keeps on trying to get out). Build a huge army, and just charge up the left side, until you get to a mountain on the northwest (north of the mountain you have rocket towers on). It has two entrances, on the upper-right and the bottom. Usually it's best to charge through the upper right and sweep into it. Most likely you'll lose it a couple of times, but keep trying to secure it. Build a base in there, make a lot of rocket towers and rocket troopers and keep them coming. After all, you do have an unlimited supply of galaxite. From here, put cyclopses all along the northern edge of that mountain to snipe the units below. Charge with huge forces and break through; once you get to the top left corner you win.

Another good strategy is just to charge up the right side, turn left, and go straight on through with brute force.

UGMC, don't worry. I'll make an easier version.
ryker
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Joined: 04 Jun 2004
Posts: 3
 Post Posted: Tue Jun 08, 2004 4:40 am  

Yeah Yippie .. At last beat level 5 ..

One good strategy I came up with was to divert all enemy units to the bottom right choke point by building power generators on the roads to other choke points (to be able to do this, first you have to settle a base nearby the road you want to block) .. the enemy units will not attack the power generator (they simply continue their way to bottom right choke point) if there is other thing to attack i.e. the choke point at bottom right .. build your defences (many many rocket and gatling towers) at this choke point .. then slowly move up all your units to top left .. build a base at the top left mountain (just below the enemy base) and build many many units cyclops and rocket troopers until there is lots of units waiting at the top left then sell (will destroy) the power generators blocking the way to top right and attack with full force .. once you are in top right area just send few units to cross parallel wall at the enemy base .. and you win ..

Wow .. 4 more hours spent .. to beat this level .. but really felt it as an accomplishment .. :P
hpmoon
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Joined: 12 Apr 2004
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Location: Washington, D.C.
 Post Posted: Tue Jun 08, 2004 3:27 pm  Post subject: Another solution to Level VMP05

Damn, I finally finished the buggar too. It was frustrating for the usual reasons: Like most of the other "Return of Fox" levels, the objective is not clear at all, so you can go on playing for an eternity. (It turns out that you have to get any of your objects, just a single thing, up to the top of the screen, referred to at the end as "breaching the wall.") Also, I'm not a fan at all of chunks of thirtysomething enemy units appearing out of thin air ad infinitum.

Anyway, here's my alternative strategy to those that have been mentioned: Build a base just below the very top of the screen, just below the endlessly appearing and re-appearing mass of enemy units. Then, build a few rocket or gatling towers inside enemy territory, to the left of the mass. This distracts the enemy to move leftward. Storm that mass with as many of your own as possible, from the right. Then, place Andy, with any one of your other items alongside, in the little cubby crevice (canyon) at the top of the screen just to the right and above the mass. When your horde dies out (because, yes, the supply of enemies is infinite), let the mass empty out of the magic reappearance spot as much as possible before the next one pops into thin air. Send out the decoy that's next to Andy down and to the right. Storm Andy as fast as hell down the canyon, left and then up to the top of the screen. You win!

Let me know, anyone, if this works for you. The big challenge is to stop Andy from getting involved in the bloody slaughter below him as he watches from the northern canyon.
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Jun 08, 2004 4:58 pm  Post subject: Re: Another solution to Level VMP05

hpmoon wrote:
Damn, I finally finished the buggar too. It was frustrating for the usual reasons: Like most of the other "Return of Fox" levels, the objective is not clear at all, so you can go on playing for an eternity. (It turns out that you have to get any of your objects, just a single thing, up to the top of the screen, referred to at the end as "breaching the wall.") Also, I'm not a fan at all of chunks of thirtysomething enemy units appearing out of thin air ad infinitum.

Anyway, here's my alternative strategy to those that have been mentioned: Build a base just below the very top of the screen, just below the endlessly appearing and re-appearing mass of enemy units. Then, build a few rocket or gatling towers inside enemy territory, to the left of the mass. This distracts the enemy to move leftward. Storm that mass with as many of your own as possible, from the right. Then, place Andy, with any one of your other items alongside, in the little cubby crevice (canyon) at the top of the screen just to the right and above the mass. When your horde dies out (because, yes, the supply of enemies is infinite), let the mass empty out of the magic reappearance spot as much as possible before the next one pops into thin air. Send out the decoy that's next to Andy down and to the right. Storm Andy as fast as hell down the canyon, left and then up to the top of the screen. You win!

Let me know, anyone, if this works for you. The big challenge is to stop Andy from getting involved in the bloody slaughter below him as he watches from the northern canyon.


I'm glad that you two were able to finish. And hpmoon, thank you for the suggestion on making the objectives clearer. Imma do that.

I'm thinking of adding a few more levels to the campaign. Any suggestions? They have to fit in with the story.

PS. ryker, what you said about it being a real accomplishment... I know how you feel! I started at 9 o clock one night and ended at about 12:15. My friends were sleeping over... we celebrated all night that someone was finally able to beat it! That was so exciting, finishing them off. And this wasn't the easy version, like in the campaign. This was the hard version!
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Fri Jun 11, 2004 8:29 pm  

I took the suggestions. Version 27 now has clearer objectives on every level. Level 5 now has difficulty support.

Any ideas for adding levels to the campaign? My original plan was to have 10 levels in this campaign, but 4 of the levels (The ones that aren't here) were built around the same concept, but unfortunately that concept will never work. I really wanted to have a long campaign.

So any ideas?
UGMC
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Location: my own little world
 Post Posted: Sun Jun 13, 2004 6:00 am  

I really like your campaign. By the way, you know that picture at the very start of this firum? Are you in computer graphics or something?
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Sun Jun 13, 2004 9:27 am  

No, I'm not in any classes or anything... I just love making pictures with fireworks. There's more on my site (link in my signature)
Verdagon
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 Post Posted: Sun Jun 13, 2004 3:32 pm  

Any ideas for the campaign?
Verdagon
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 Post Posted: Thu Jul 01, 2004 2:06 pm  

Any at all? ... Cmon I have nothing to do here!
UGMC
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Location: my own little world
 Post Posted: Fri Jul 02, 2004 4:22 am  

I think I need to play through the campaign again. I originally started with a really old version from March or something, but recently I downloaded the new one. I haven't played it through since then. Anyway, you know OMNI wall? Talk about Extreme Makeover: Warfare Incorporated edition! The new one's quite a bit easier!
arcangel
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Joined: 08 Jul 2004
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 Post Posted: Thu Jul 08, 2004 11:05 am  

:cry:
Level 4: i can finish, I take the Pads (in 19:30 minutes!), then I Gone to Destroy to HQ, and She say something like "Ho acme is here... blablabla replicator" and i Can Pass... I need let tank in the Pads?, or a can let alone?...
Please help me....

:lol:

Arcangel
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Thu Jul 08, 2004 1:17 pm  

Not sure if I understand your question... can you explain?
kayaker
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 Post Posted: Mon Sep 13, 2004 1:48 pm  Post subject: Hints on Andy's Crash

Back before the new version I was able to win level one (Andy's Crash). The new one seems to be a lot harder. I've tried for hours and hours and finally got a good jumping off point through saving games where I completed the mission once. My best and longest success comes from setting up shop near the enemy portal, due south of the crash site. Towering that port and then branching over to the east port, towering and holding until the new recruits show up. Then I'm (when I haven't already lost) able to send troops and conversion infantry to capture and set up shop in the SE corner, steal, mine and attack until I can get to the SW headquarter. Anyway it has only worked once, and only after hours of trial and error off of an exceptional save.

So who has completed the board, and how? I want some spoilers! I bet I have 100 hours invested and I'm sick of loosing.

Please!!
crzybill
Developing Poster
Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Thu Oct 07, 2004 2:56 pm  Post subject: This sucks

HEY! I've been playing level one for way too long and can't get passed it. Looks like folks in earlier versions could win it, but the version here, that I've downloaded, is just incredibly tough to even get passed the first level. I'm completely frustrated and think that you've gone too far - either post some hints or stop the bloody spawning! No matter what I've tried, I can't beat level one because those units just keep appearing!

Even reducing it to the "easy" setting does no good!

This sucks! Either give some hints, reduce the spawning or kiss my A@@!
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Thu Oct 07, 2004 3:42 pm  

Well crzybill, I don't think I want to help anyone who thinks my level sucks. You could at least have said "please".

Search the forums. I waste no time on you...
crzybill
Developing Poster
Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Sat Oct 09, 2004 12:19 pm  Post subject: As to the sucking...

It's not that the level sucks, what sucks is that its just too darn hard - I've tried just about every tactic I can think of, looked around here and tried all the suggestions, and still can't beat the thing. I don't mind a challenge, but I do mind levels that are so tough that people like me can't beat them. I've won the original game, I've won the Return of Fox and a couple of other levels at the normal setting.

So, as far as I'm concerned, tough levels are cool. Seemingly unbeatable levels suck. So far, this level sucks that way.

Frankly, I left the last post when I realized that every one of my saved game blocks was filled with the first level of this series, in my several attempts to get it done, and I was (and still am) extremely frustrated with what you have created. Neat scenery, etc. doesn't make the game fun to play. Any game should be that way - tough, yes, but not overwhelmingly so. I think you've overdone it here.
crzybill
Developing Poster
Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Sat Oct 09, 2004 12:24 pm  Post subject: Sometimes...

When I was listing the missions I've managed to beat, I goofed and put this one as one that I've beat - geez, oops, no, that's not right!

Original missions - OK, played a few times.
Hell's Pass - fun to play over and over again.
Final Strike - Fun to play over and over again.

Your mission, can't get past the first level, no fun to play...

That's it in a "nutshell"
Verdagon
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 Post Posted: Sat Oct 09, 2004 1:08 pm  

Okay, i see. Hold on, let me dig up my walkthrough...

try this link, it has strategies to beat all my missions...

http://www.verdagon.com/wi/WI/03Walkthrough01ReturnFox.php
crzybill
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Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Sat Oct 09, 2004 9:56 pm  Post subject: OK, thanks!

That helps a bit, but I've tried the tactic of building towers and leaving Andy to help defend the hill, but...

I was wondering, does anything stop the units from spawing in the sw corner or the east edge? I've tried timing things so that I can sweep into the base, but as I do, either my timing is off, and the spawned units come in a cream out my forces, or I'm in the process of wiping out the base and the spawned units just keep chasing me down. I run out of galaxite before I can finish the base off, and of course trying to bring Andy down only means that the spawns chase you around the board until Andy dies...
Any further suggestions????
Verdagon
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 Post Posted: Sun Oct 10, 2004 12:33 pm  

Well I find it helps just to wait outside their base with a maxed out army, and when their wave is done, charge into the base. You'll cream about half of it, then get countered by their army. Just repeat the process until you win.
crzybill
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Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Mon Oct 11, 2004 4:37 pm  Post subject: Tried that too

Well, I'm getting better at it, I've been able to cream about 1/2 the base before I run out of galaxite and can't stop the waves. Do you concentrate on building armor in its many forms or infantry, or both? Do you have to destroy ALL of the buildings/towers? Not to take away anything, but I'm still not making it to the next level. I'm not looking for a short cut per se, but at this point I'll take anything to get past this mission!

I've tried massing a force on the left of the map, but the spawned units seem to target them before they target the base. Makes it tough to really mass up any amount of troops...

Any other suggestions? I'll keep trying and let you know again. Tough freekin mission man!
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Mon Oct 11, 2004 5:36 pm  

Hmm... Didn't know it was that tough. I guess the right strategies go a long way ;)

Anyway, try building up that basic defense: The arc of towers INSIDE your base, arching around the entrance, and Andy on the side to snipe down cyclopses.

When the enemy spawns, take care of him with your defense and THEN charge in with your force.
LordThunder
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 Post Posted: Wed Oct 13, 2004 10:20 am  

I can't get by the first mission. Now matter how hard I try to build up my stuff, too many enemy come after me, i can't get anything going on it. Am I doing something wrong or is it unwinable?

thanks
crzybill
Developing Poster
Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Mon Oct 18, 2004 1:51 pm  Post subject: Strategies - BTDT, they aren't working...

Well, I've tried the suggested strategies, and am on probably my 20th or 30th try - on the FIRST LEVEL ONLY. I'm giving up.

Take this series and, well, make it a little simpler. Not much, but if people playing the games you've created can't get past the first level, how do you expect them to come back for more?

I mean, I like what I see, but I'm really tired of not getting past this level and your only answer is that "the right strategies go a long way". I've tried your suggestions, I really have! If I mass an army, and try to have it wait anywhere but near Andy's hill, the spawned units go right to them and fight it out. Usually that leaves me with not much or nothing left to try and finish off the base. If I try to take Andy with a group, everything keys on Andy and follows him to the death. I build the towers and keep Andy back to fight each wave. I send my armour out as soon as the waves let up, but even using faster units, the spawns hit me before I make much headway. All the while, I'm running out of minable galaxite! If I try to build an HRC and make raiders, I don't last!

I like the level, that's why I've played so much trying to win. I've come close, if close counts killing all the stationary units and still having power centers and towers and storage to destroy. But by that time, the spawns are starting to win!

In this situation, it appears that there is only one strategy to win. Average players can't find it, and I'll bet there are a lot of players that have downloaded this series but don't have the balls to stick their opinion in here. I can't even win the first level on an easy setting. By your making this one so tough, you discourage me from wanting to mess with any other set of levels you have created.

Can you tell I'm frustrated? I sure hope so. I can only hope that you will take a moment to re-evaluate what you've done here, and maybe, just maybe, give the average players a chance to enjoy your creations instead of causing frustration...
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Oct 18, 2004 3:51 pm  Post subject: Re: Strategies - BTDT, they aren't working...

crzybill wrote:
Well, I've tried the suggested strategies, and am on probably my 20th or 30th try - on the FIRST LEVEL ONLY. I'm giving up.

cool.

Quote:
Take this series and, well, make it a little simpler. Not much, but if people playing the games you've created can't get past the first level, how do you expect them to come back for more?


Well, this isn't a business. I'm not selling anything! I'm doing a favor to Spiffcode by making levels to them. It's not like I need people to play it... and besides, this is MY level, that I've worked on MYSELF. I don't have to do what you say. I am not making levels to fit the public's demands!

Quote:
I mean, I like what I see, but I'm really tired of not getting past this level and your only answer is that "the right strategies go a long way".


Only answer? Read previous posts... I gave you the perfect strategy, which I have used to beat every version of every compilation of this level.

Quote:
I've tried your suggestions, I really have! If I mass an army, and try to have it wait anywhere but near Andy's hill, the spawned units go right to them and fight it out. Usually that leaves me with not much or nothing left to try and finish off the base.

If I try to take Andy with a group, everything keys on Andy and follows him to the death. I build the towers and keep Andy back to fight each wave. I send my armour out as soon as the waves let up, but even using faster units, the spawns hit me before I make much headway. All the while, I'm running out of minable galaxite! If I try to build an HRC and make raiders, I don't last!

I like the level, that's why I've played so much trying to win. I've come close, if close counts killing all the stationary units and still having power centers and towers and storage to destroy. But by that time, the spawns are starting to win!

In this situation, it appears that there is only one strategy to win. Average players can't find it, and I'll bet there are a lot of players that have downloaded this series but don't have the balls to stick their opinion in here. I can't even win the first level on an easy setting. By your making this one so tough, you discourage me from wanting to mess with any other set of levels you have created.[quote]

Once again, I never asked you to play my mission! The average user will play the mission he likes. If you hate this mission so much, don't play it, and leave this thread alone! This thread isn't for complaining about my mission. It's for giving strategies.

[quote]Can you tell I'm frustrated? I sure hope so.


Yes, I can tell you've been frustrated from the start. I've thrown all the suggestions I had at you, but you still don't appreciate the help.

Quote:
I can only hope that you will take a moment to re-evaluate what you've done here, and maybe, just maybe, give the average players a chance to enjoy your creations instead of causing frustration...


I have given them the chance. All the other "average players" enjoy it! I've heard it myself. Many people instant message me to congratulate me on the success of my mission, and ask me to play. So I don't think that many players have difficulty with this mission... and if you do, simply play another mission! It's not that hard to go to the download section, download a random map, and enjoy it!
crzybill
Developing Poster
Joined: 31 Aug 2004
Posts: 12
Location: West Coast
 Post Posted: Mon Oct 18, 2004 4:21 pm  Post subject: Agree to disagree

Hey, if you don't like criticism, don't build missions!

Look, I think your mission is nice but unbeatable. You disagree. We agree to disagree.

Frankly, I'm not one to back off just because you don't like it. I've seen other posts by other players that are also having trouble with the mission. You've got your IM's to back you up. Contrary views are OK.

As to this being your mission, yep, it is. But, as with any other forum, you post it, you should be able to take the criticism with the good. I'm a blunt person and not about to change.

I have downloaded other missions, and will avoid yours in the future. I wouldn't want to make you uncomfortable with my complaints...

By the way, I haven't seen anyone other than you telling me to "shut up" its a good mission pack. And if I did now, I'd suspect that you put them up to it....

Good luck - sincerely. Just remember that there are people like me out here that have the balls to voice their opinion whether anyone wants to listen or agree, and I, for one, won't stop what I feel is right.

I will agree to disagree with you about this mission pack, and leave it at that.
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Tue Oct 19, 2004 6:48 am  Post subject: Re: Agree to disagree

crzybill wrote:
Hey, if you don't like criticism, don't build missions!


I have every right in the world to make missions, and they don't have to live up to your expectations.

Quote:
Look, I think your mission is nice but unbeatable. You disagree. We agree to disagree.

Frankly, I'm not one to back off just because you don't like it. I've seen other posts by other players that are also having trouble with the mission. You've got your IM's to back you up. Contrary views are OK.

As to this being your mission, yep, it is. But, as with any other forum, you post it, you should be able to take the criticism with the good. I'm a blunt person and not about to change.


I was taking your suggestions, until you started saying the level was bad. After that, I'm not going to take it.

Quote:
I have downloaded other missions, and will avoid yours in the future. I wouldn't want to make you uncomfortable with my complaints...


That's okay. A normal person avoids missions of the creator he doesnt like.

Quote:
By the way, I haven't seen anyone other than you telling me to "shut up" its a good mission pack. And if I did now, I'd suspect that you put them up to it....


I'm not evil... just mad. lol

Quote:
Good luck - sincerely. Just remember that there are people like me out here that have the balls to voice their opinion whether anyone wants to listen or agree, and I, for one, won't stop what I feel is right.


Go and make your own missions, if you feel the users need "Easy" ones. My level's fine the way it is.

Quote:
I will agree to disagree with you about this mission pack, and leave it at that.


Sure :)
LordThunder
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Joined: 13 Oct 2004
Posts: 3
 Post Posted: Tue Oct 19, 2004 6:51 am  Post subject: Level 4

Ok, i have been playing level 4 for a while, in fact, i can get all the pads with like 3 minutes to spare, but once I start to attack, the message pops up saying they are everywhere, and that the mission was failed. I have version 27. I like the missions so far. I did everything I thought I was suppose to do, but can't win.

I have played where I left my soldiers on the pads, i also played where I left no one on the pads, doesn't matter, same outcome, I still lose, but have control over all 6 of the pads.

TIA.
Verdagon
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Joined: 05 Oct 2003
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Location: San Luis Obispo, CA
 Post Posted: Tue Oct 19, 2004 3:34 pm  

Mission 4 is very screwy a few times it decided to work for me, sometimes it didn't. I would look over it again but I lost the sources to levels 4 5 and 6 in the "Great Format of '04"

Sorry about that. Just skip it...
LordThunder
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 Post Posted: Fri Oct 22, 2004 5:46 am  

The "Greate Format of '04"...lol.....I guess I don't need to ask more....btw, your levels are very well designed and tough...great work....
Verdagon
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Location: San Luis Obispo, CA
 Post Posted: Sun Oct 24, 2004 7:29 pm  

Thanks! :)
qaare
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Joined: 13 Feb 2005
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 Post Posted: Mon Feb 14, 2005 10:48 pm  Post subject: AWESOME!

I read this thread all the way through (took me like 30 mins.) and I LOVE your levels. but as you couldn't at first, I can only beat the second mission but none of the others. Btw, check out mine! It is in the thread called-

|0| Sticky-NEW MEMBER=NEW MISSIONS!
rivaldo
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Joined: 04 Apr 2005
Posts: 4
 Post Posted: Mon Apr 04, 2005 7:38 am  

hi guys,
I just registered, but I visit the site for some month already. I think I played nearly all singleplayer missions and it's simply a great game. some of the missions were very entertaining. I couldn't complete some missions and now I try verdagons VMP missions again. level 2 was the only one I completed. but now I played the incredible difficult level 1 over and over again and I think I will complete it soon. did anyone manage level 1 yet? I wiped out the complete east, took over the warehouses there and still have a bit galaxite left in the east. I also took out some buildings in the west and just have to deal with the waves that pop up in the middle of the very east. towers r also quite important in this mission. if I read correctly till now nobody has done this level. cool layout and very tough. :-)
Seong Donevan
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Joined: 04 Apr 2005
Posts: 1
 Post Posted: Mon Apr 04, 2005 8:13 am  

:( excuse me. but could you tell me how to download mission packs?

I downloaded several files like *&#$%@.php but it doesn't work in my pocket pc.

Is there anybody who can help me?
justaj74
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Joined: 12 Apr 2005
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 Post Posted: Tue Apr 12, 2005 12:42 pm  

why does this keep having me download a .php file i need a file .pdb
dancer402
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Location: Monument CO
 Post Posted: Sun May 01, 2005 6:36 pm  

press save as and the do .pdb I think that it takes up less space :wink:
Verdagon
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 Post Posted: Tue May 17, 2005 10:24 pm  

Each level was meant to have its own strategy. I can't tell you what they are though, that would ruin the fun =). But I'll give you a hint: Use tactics that a real general would use.
scoobie
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 Post Posted: Wed Aug 17, 2005 1:05 pm  

Wow, this is wild! Okay, I need some help......I can't even get past the first level (Andy's Crash) after more than 4 hours of play. With so many reds coming after me, I can't keep up.

What am I not doing correctly??

Scoobie
scoobie
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 Post Posted: Thu Aug 18, 2005 9:21 am  

Ummm.......anyone here?

Verdagon??

I could really use some help, if someone has the time.



Scoobie
Verdagon
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 Post Posted: Thu Aug 18, 2005 9:09 pm  

It's been a long time since I've played this :)

I don't remember exactly how to do this, my suggestions are just to use rocket towers and rocket troopers (I find this to be a very effective combination) and keep tower-pushing downwards... and if you use Andy, be VERY careful, use him only when theres no liberators or guards around.

These levels were built with a certain strategy in mind; over time i've realized that not everyone uses that strategy... -.- sorry bout that.

If you need more advice, I can try to help you on AIM (LtSeasel) or YIM (Verdagon).
Planet_Destroyer
WI Forum Novice


Joined: 25 Aug 2005
Posts: 9
Location: NY
 Post Posted: Wed Aug 31, 2005 5:34 pm  

hey verdagon. I was reading about pvers. and i had a question bout unlocking missions. Do the pvers. stay, or do they reset after you close WI? cuz if they don't reset, could you not set the to be unlocked mission to start only if a pver. from evey level was on, like a perminent switch?
and to make it so a user couldn't open it, make a trigger that ends the mission at the beginning if the user had not completed all the previose missions. just wonderin.
trying to incorperate it into my mission pack. Planet Wars.
have you played it?
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Sep 01, 2005 3:42 pm  

Persistent variables do in fact stay. They persist through saves, turning off, exiting, all that junk. Otherwise, nothing would work :)

Using them to make the user play sequentially is a very good idea ;)
tammasus
WI Forum Novice
Joined: 16 Feb 2006
Posts: 1
Location: México
 Post Posted: Thu Feb 16, 2006 10:55 pm  Post subject: Just finished the pack

Wowww, was the first level hard!! damn!. Loved the story, but it kind of looses a lot of difficulty along the way. Even the last level was so friggin easy. But great job!. Waiting for the return of Fox.
rbinny
WI Forum Novice
Joined: 20 Feb 2006
Posts: 1
 Post Posted: Mon Feb 20, 2006 7:31 am  Post subject: Help...level one!

Help... just can't do level one!... just too many of the little red blighters. No amount of rocket towers and tanks seem to do the trick. Any suggestions gratefully received.
movista
WI Forum Novice
Joined: 29 Jan 2008
Posts: 1
Location: Texas
 Post Posted: Tue Jan 29, 2008 1:36 pm  

Looks great so far, but why the profanity? It adds nothing to the story. I hate to have to delete it, but my 12 year-old likes to play, too.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Jan 29, 2008 3:23 pm  

I put profanity in it...? Must've thought it'd add to the feel. Sorry.